I'm currently brainstorming how the physics for my game engine is going to be handled.
It's top down and I'm thinking of using ray casting for collision detection.
I've reached two potential problems ...

I ran into a question I can't seem to solve, while implementing the movement/ collision checking code for my game. The game is in 2D and all objects in my game use either AABBs or circles as collision ...

I have movable objects in a scene. When Raycast hits an object, I have a hovering UI that moves to a retaliative distance from the hit object. When the object is dragged, the UI's position is moved ...

I want to be able to do range checks against the entirety of an enemy object, and not just it's transform.position. The enemy object can have it's side or nose within range, but range detection will ...

I'm working on an annotation system that allows a user to click on a mesh to attach a pin with a label hanging off it.
It must be possible to pin an annotation on an object that's being morphed with ...

I'm having a problem with filters/masks when raycasting.
I've created a LayerMask and then in the inspector selected the layer I want to ignore when Raycasting. however then I print out the name of ...

I am currently having trouble with a custom model editor in which I want to implement model selection (eventually featuring face selection to have something like "click-and-drag" to extend the cubes).
...

I am looking at here and while it's well organized a lot of links are broken:
http://www.realtimerendering.com/intersections.html
I am trying to find fast code that will give me the hit point and the ...

Hi I have a simple raycast-base gun that emits particles along it's path to fake bullets. Whenever I move the camera/character- the particles are misaligned, as well as anything else I try to modify ...

I use raycasts to determine hit objects and object selection in our game. I want these to be blocked by UI elements. Before I had a crude form of that where I just excluded rects of the screen, though ...

I have a painting app for texture artists that I am working on. I am able to paint to a flat canvas that updates the texture of a 3d object in an object viewer. Now I want to be able to paint directly ...

Is there a way so that I can touch an object precisely?
I have these aerial cars and there pretty tiny like 32 by 32 and it's hard to touch them using a raycast. I thought I'd spawn an object with a ...

I am using raycast from screen point to detect if the user has clicked/touched on something.
The following fails 1/10 times; at first I thought due to the raycast missing the subject below, but after ...

Can anyone tell me what is wrong with me code?
If you can see, whenever the player is in range of the raycast, the enemy turns red.
But for some reason, even when the player has meet the requirement ...

In Unity is it possible to create a ray which has movement restrictions.
As in creating a ray which is fixed to one point. When this point is moved around. The line is also moved around. But when the ...

I am using RaycastHit.triangleIndex to identify a location on a mesh (very low poly). However, I have discovered that a given triangle on the mesh does not have the same triangleIndex value from one ...

I'm developing a 2D game made of squares.
What I need to do is check if a circle collides with any of the squares as it moves.
I have a raycast function to check the same idea, but using a point. I ...

I am not sure what the correct name is called but here is my problem: I have implemented a casting ray function that works as expected. However, because I am using a loose grid structure, (ie, objects ...

I'm trying to port an old perfectly functioning ray casting implementation from my lwjgl project (FF pipeline) to a new project using JOGL and shaders. My problem is that my ray no longer intersects ...